Don't show change resolution button on android

This commit is contained in:
Deve 2018-11-23 22:36:36 +01:00
parent 3ce1867e74
commit 88906c7530
2 changed files with 19 additions and 3 deletions

View File

@ -68,14 +68,14 @@
<spacer width="40" height="100%" />
<checkbox id="fullscreen"/>
<spacer width="20" height="100%" />
<label height="100%" I18N="In the video settings" text="Fullscreen"/>
<label id="fullscreenText" height="100%" I18N="In the video settings" text="Fullscreen"/>
</div>
<div width="75%" layout="horizontal-row" height="fit">
<spacer width="40" height="100%" />
<checkbox id="rememberWinpos"/>
<spacer width="20" height="100%" />
<label I18N="In the video settings" text="Remember window location"/>
<label id="rememberWinposText" I18N="In the video settings" text="Remember window location"/>
</div>
<spacer width="5" height="1%"/>

View File

@ -26,6 +26,7 @@
#include "guiengine/widgets/button_widget.hpp"
#include "guiengine/widgets/check_box_widget.hpp"
#include "guiengine/widgets/dynamic_ribbon_widget.hpp"
#include "guiengine/widgets/label_widget.hpp"
#include "guiengine/widgets/spinner_widget.hpp"
#include "guiengine/widget.hpp"
#include "io/file_manager.hpp"
@ -227,11 +228,18 @@ void OptionsScreenVideo::init()
CheckBoxWidget* full = getWidget<CheckBoxWidget>("fullscreen");
assert( full != NULL );
full->setState( UserConfigParams::m_fullscreen );
LabelWidget* full_text = getWidget<LabelWidget>("fullscreenText");
assert( full_text != NULL );
CheckBoxWidget* rememberWinpos = getWidget<CheckBoxWidget>("rememberWinpos");
assert( rememberWinpos != NULL );
rememberWinpos->setState(UserConfigParams::m_remember_window_location);
rememberWinpos->setActive(!UserConfigParams::m_fullscreen);
LabelWidget* rememberWinposText =
getWidget<LabelWidget>("rememberWinposText");
assert( rememberWinposText != NULL );
// --- get resolution list from irrlicht the first time
if (!m_inited)
@ -372,6 +380,14 @@ void OptionsScreenVideo::init()
applyBtn->setActive(!in_game);
gfx->setActive(!in_game);
getWidget<ButtonWidget>("custom")->setActive(!in_game);
#if defined(ANDROID)
applyBtn->setVisible(false);
full->setVisible(false);
full_text->setVisible(false);
rememberWinpos->setVisible(false);
rememberWinposText->setVisible(false);
#endif
} // init
// ----------------------------------------------------------------------------